#ifndef R_SHADOW_H #define R_SHADOW_H extern cvar_t r_shadow_bumpscale_basetexture; extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_debuglight; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_gloss2intensity; extern cvar_t r_shadow_glossintensity; extern cvar_t r_shadow_glossexponent; extern cvar_t r_shadow_glossexact; extern cvar_t r_shadow_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_lightradiusscale; extern cvar_t r_shadow_portallight; extern cvar_t r_shadow_projectdistance; extern cvar_t r_shadow_frontsidecasting; extern cvar_t r_shadow_realtime_dlight; extern cvar_t r_shadow_realtime_dlight_shadows; extern cvar_t r_shadow_realtime_dlight_svbspculling; extern cvar_t r_shadow_realtime_dlight_portalculling; extern cvar_t r_shadow_realtime_world; extern cvar_t r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_realtime_world_shadows; extern cvar_t r_shadow_realtime_world_compile; extern cvar_t r_shadow_realtime_world_compileshadow; extern cvar_t r_shadow_realtime_world_compilesvbsp; extern cvar_t r_shadow_realtime_world_compileportalculling; extern cvar_t r_shadow_scissor; extern cvar_t r_shadow_culltriangles; extern cvar_t r_shadow_polygonfactor; extern cvar_t r_shadow_polygonoffset; extern cvar_t r_shadow_singlepassvolumegeneration; extern cvar_t r_shadow_texture3d; extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; void R_Shadow_Init(void); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris); void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil); void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent); void R_Shadow_RenderMode_VisibleShadowVolumes(void); void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); void R_Shadow_RenderMode_End(void); void R_Shadow_SetupEntityLight(const entity_render_t *ent); qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); // these never change, they are used to create attenuation matrices extern matrix4x4_t matrix_attenuationxyz; extern matrix4x4_t matrix_attenuationz; rtexture_t *R_Shadow_Cubemap(const char *basename); void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags); void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); void R_ShadowVolumeLighting(qboolean visible); void R_DrawCoronas(void); int *R_Shadow_ResizeShadowElements(int numtris); extern int maxshadowmark; extern int numshadowmark; extern int *shadowmark; extern int *shadowmarklist; extern int shadowmarkcount; void R_Shadow_PrepareShadowMark(int numtris); void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); #endif